Author: Matthew Lombard


  • Call: Design for Health

    Call for Papers: Design for Health Design for Health is an international refereed journal covering all aspects of design in the context of health and wellbeing. The Journal is published twice a year and provides a forum for design and health scholars, design professionals, health-care practitioners, educators and managers worldwide. Design for Health is affiliated with the Design4Health conference, established in 2011. The Journal aims to publish thought provoking work based on rigorous research. It invites high quality, original submissions that make a contribution to knowledge and practice in the context of the design of health products, services and interventions that…

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  • Ethical, practical challenges of VR-AR-AI-IoT blurring the lines between physical and virtual reality

    [Presence scholars should lead the way in making sure everyone involved considers and addresses the challenges created by evolving technologies, as highlighted in this column from Futurism. –Matthew] [Image: “Reality is An Illusion” by Louis Dyer via Deviant Art] Will AI Blur the Lines Between Physical and Virtual Reality? By Jay Iorio, Innovation Director for the IEEE Standards Association August 15, 2017 The Notion of Reality As technologies like artificial intelligence (AI), augmented and virtual reality (AR/VR), big data, 5G, and the internet of things (IoT) advance over the next generation, they will reinforce and spur one another. One plausible…

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  • Call: Parallel Worlds: Designing Alternative Realities in Videogames

    Parallel Worlds: Designing Alternative Realities in Videogames Saturday 30 September 2017 Victoria & Albert Museum, London Building on the sell-out success of last year’s Parallel Worlds Videogame Design conference at the Victoria and Albert Museum in London, we’re excited to announce our follow up event, providing a critical and cultural platform to discuss one of the most important fields in contemporary design. Parallel Worlds will take place on Saturday 30 September 2017, bringing together an eclectic line up of leading designers, artists and thinkers whose work is connected by the worlds we build through games and play. Speakers confirmed so…

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  • Understanding children’s relationships with social robots

    [This post from the MIT Media Lab website (it also appears in Medium and IEEE Spectrum) is a first-person report on a program of research that examines children’s social (medium-as-social-actor presence) responses to robots; I think it’s a model for how to introduce a wider audience to these ideas (e.g., I plan to assign and discuss it in undergraduate courses). The original version includes several more pictures and a video. –Matthew] [Image: A child listens to DragonBot tell a story during one of our research studies. Credit: Personal Robots Group] Making new (robot) friends Understanding children’s relationships with social robots…

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  • Call: Philosophy and the Moving Image (book chapters)

    Call for Chapters: Collective Book PHILOSOPHY AND THE MOVING IMAGE Editors: Chris Rawls (Roger Williams University), Diana Neiva (University of Porto) and Steven S. Gouveia (University of Minho) Preface: Professor Thomas E. Wartenberg (Mount Holyoke College) Submission deadline: November 13, 2017 Topics and issues of interest include (but are not limited to): Classical and contemporary film theory (formalist, psychoanalytic, feminist, cognitive, structuralist, etc.) Definitions of cinema (essencialist – e.g. medium specificity – and nonessentialist) Philosophical themes in film (ethics, political philosophy, philosophy of mind, philosophy of religion, epistemology, etc.) Genre(s) (the issues on film genres, avant-garde, documentary, pornography, horror, drama,…

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  • Google’s presence experiment: VR vs. video to train people to make espresso

    [This post from Google’s blog reports on interesting results and lessons learned from an experiment in presence. The original includes more images; for more information see coverage in Daily Coffee News. –Matthew] Daydream Labs: Teaching Skills in VR Ian MacGillivray, Software Engineer July 20, 2017 You can read every recipe, but to really learn how to cook, you need time in the kitchen. Wouldn’t it be great if you could slip on a VR headset and have a famous chef walk you through the basics step by step? In the future, you might be able to learn how to cook…

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  • Call: TVX 2018 – ACM International Conference on Interactive Experiences for TV and Online Video

    Call for Papers ACM TVX 2018: The ACM International Conference on Interactive Experiences for TV and Online Video Theme: ‘Immersive Media Experiences’ 26 – 28 June Seoul, Republic of Korea https://tvx.acm.org/2018/ Deadlines: Workshops proposals – 30 Nov. 2017 Full & Short Papers proposals – 2 Feb. 2018 The ACM International Conference on Interactive Experiences for TV and Online Video (ACM TVX) is the leading international conference for presentation and discussion of research into online video and TV interaction and user experience. The conference brings together international researchers and practitioners from a wide range of disciplines, ranging from human-computer interaction, multimedia…

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  • “Be there” for the August 21 total solar eclipse via 4K and VR

    [This story from 4K describes options for experiencing next week’s total solar eclipse via technology. The CNN press release notes that “While only a fraction of the country will be able to witness the total eclipse in-person, CNN’s immersive livestream will enable viewers nationwide to ‘go there’ virtually and experience a moment in history, seven times over.” For more information about all aspects of the eclipse see coverage on the NASA website. –Matthew] Where to Watch The 2017 Total Solar Eclipse In Full 4K And Virtual Reality by Stephen on August 14, 2017 Although not even the best 4K OLED…

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  • Call: “Image Evolution: Technological Transformations of Visual Media Culture” for Yearbook of Moving Image Studies

    Call for Abstracts/Articles Yearbook of Moving Image Studies (YoMIS): Image Evolution. Technological Transformations of Visual Media Culture Deadline for Abstracts: November 5, 2017 Deadline for Articles: May 27, 2018 The double-blind peer-reviewed Yearbook of Moving Image Studies (YoMIS) is now accepting abstracts from scientists, scholars, artists, film makers, game designers or developers for the fourth issue entitled »Image Evolution. Technological Transformations of Visual Media Culture«. YoMIS will be enriched by disciplines like media and film studies, image science, (film)philosophy, phenomenology, semiotics, design and fine arts, art and media history, game studies and other research areas related to static, moving and…

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  • Designing robots to account for intriguing ways humans interact with them

    [This story from CNBC highlights the need for robot designers to carefully consider the range of responses, including medium-as-social-actor presence responses, their creations will evoke. For more on this topic see the recent story in Psychology Today’s blog “How do We Read Emotions in Robots? Of social robots, innovation spaces, and creatively trying things out.” –Matthew] Next-gen robots: The latest victims of workplace abuse Robots must contend not just with internal flaws and bugs but with humans. Recent introductions of robots to everyday scenarios have led people to initiate some intriguing forms of interaction. Knightscope’s security bot, for example, has…

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  • Jobs: Multiple positions in HCI at the University of Bremen, Germany

    Multiple Job Openings in HCI at the University of Bremen, Germany http://hci.uni-bremen.de/jobs/ [Application deadlines: Immediate] The Digital Media lab (http://dm.tzi.de) and the HCI lab (http://hci.uni-bremen.de) at the University of Bremen (http://www.uni-bremen.de ) (department heads: Rainer Malaka and Johannes Schöning) have multiple job openings for researchers, PhD students and Postdocs in the areas of: HCI Novel Interfaces Entertaining Computing Serious Games Artificial Intelligence Semantic Modelling of Everyday Activities We look for full time researchers (reimbursement according to TV-L EG13). The successful candidates will be working with a dynamic, friendly, and helpful team of computer science researchers.…

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  • Have a near death experience in VR in “Flatline”

    [This short interview from the Vive blog is about the use of virtual reality and presence to explore a universal experience in a visceral, first-person way. The original blog post includes a second image; for a text and audio report on the experience that includes more images see coverage by Southern California Public Radio (SCPR); and a 0:39 minute trailer is available on YouTube. –Matthew] Take a trip to The Other Side in Flatline Stephen Reid August 3, 2017 What happens at the exact moment of death? Religion and science disagree, but many survivors of near-death experiences have similar stories…

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